Империя (Empire)

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Players
2-4
Weight
N/A
Playtime
60 min
Age
7+

⚙️ Game Mechanics

How this game works - core systems and player actions

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📖 About This Game

Империя ("Empire") is a conquest and building game, much like Risk and Civilization, with only two pages of rules. The map is divided into territories. Each territory has the portrait of its dictator on it along with a gold symbol for how much income it gives, and symbols for the units it can recruit. —user summary The turn begins with a roll of the dice to check for rebellion. If it is "6", then some province has rebelled. Rolling a pair of dice indicates its number. Next, players take turns buying armies with the available money at approved ancient Spartan rates, placing them in the provinces where they are hired. Then they begin to move armies to neighboring provinces for conquest. Armies are led by a general. Without it, it is not an army, but a collection of recruits who cannot fight on their own but are able to simply move around. Most often, as conscripts in the direction of the "military registration and enlistment office", that is, the commander. And only this "head" (and this is what a commander looks like) is able to unite forces into an army and lead into battle. Since each side has only four generals, no empire can afford more than four directions for simultaneous aggression. When entering someone else's territory, a battle begins. Even neutral countries at the beginning of the game snap back very painfully. So, there is no easy loot in the game. In the mechanics of combat, the dice has a great influence as a generator of battle randomness. First, both sides play rock-paper-scissors, choosing a value between 1 and 6. When announcing the values, refer to the "Battle Scheme" in the center of the map. The winner gets the right to an additional roll of the dice in the battle. The second additional roll of the dice is played in the same way. Next, each player calculates the strength of his army (infantry = 1, cavalry = 2, etc.), adds the main roll of the dice and, if he wins an additional roll, also its value. The opponent does the same, after which the obtained values are compared. The result of the battle is described in the "Battle Table". I would like to note that the winner, no matter how huge the advantage, always loses at least one infantryman. Or an analogue of his power if the attacker does not have infantry. War requires sacrifices, even if it is "small and victorious." But on the other hand, a pleasant surprise awaits the invader. Lovers of "robbing cows", rejoice! A roll of the dice is used to determine how many coins have been requisitioned from the undoubtedly grateful population to the liberator. And then there's the ODN fee, ugh, the tax will be collected from this province at the beginning of the next turn. In general, war is a profitable business here. True, if not for the rivals, who are probably of the same opinion. Then the next player attacks, and so on. From time to time, successful expansion is disrupted by unfortunate uprisings in the rear, often leading to the "breakaway" of the province from the empire. The restoration of constitutional order takes time for the transfer of troops and breaks plans for the conquest of peace. Plundering a newly enslaved province, as an easy form of compensation for the inconvenience caused, sweetens the "bitter pill" of losing momentum. The turn ends, and it repeats all over again. (end of article) The game comes with numerous miniatures for the infantry, cavalry, elephants, chariots, ships, and fortifications. —description from the designer (translated)